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Classic World: Party Quest Change:

StaconaStacona
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Posts: 733
Member
edited February 20 in Suggestions, Feedback, and Requests
Times are a lot different now than what we had back in the day, so we cannot do things for Classic World like how it was back during Old MapleStory days.

One of these things are Party Quests and the fact that there was a reason why players got sick of them, but also still want them to be around.

One of the general things to do is improving the grind experience overall with either increasing the EXP monsters give and/or reducing the EXP needed to level up to make hunting feel better for the user in order to make party quests less mandatory as the only way to level up.


For party quests I would change some aspects to all of them:

1. Party Quest reward EXP for a successful full clear is increased somewhere between 10x-20x, so probably go with 15x, of what it was and this reward EXP is now once per day, but the Party Quest can be ran and cleared infinitely - granting EXP from monsters killed in the PQ and all rewards in the reward room every time still.

~ This will be a good time investment to get people doing the party quest, coming back every day, keeps the party quest to be relevant for much longer to make it easier for players to find a full party (based on max limit of the PQ) to do the PQ with, and helps casual players with very limited time to play able to level up their character(s) over time.

2. Party Quest reward room rewards are improved and made better to keep a reason to run Party Quests more than once per day, but with the blunt of the EXP being daily, now feeling optional rather than mandatory to grind out.

~ I don't really know exactly what to grant for improved reward room rewards for party quests, just anything that makes them feel better and good to run the party quest for.

3. Remove the max level for party quests and players can keep running that party quest no matter how high of a level their character becomes, BUT...

4. Each party quest has their own special damage cap that is based on the max power a character can reach for what would have been the max level for that party quests!

~ EXAMPLE: If the max level for Party Quest A would have been level 30, then the damage cap assigned would be roughly based on the maximum power most level 30 jobs can reach for that party quest.
This way, characters can run the party quest even at level 100 for daily EXP, but are not overpowering everything super easily because they are still dealing roughly the damage of a level 30 character (well, they would be dealing slightly more damage because most players would not be dealing max damage at level 30).


People got burnt out on party quests for a reason and this should help remove that burn out while retaining a healthy queue of players so players can actually do the party quest.

If you make it where both the party quest and monster hunting ways of grinding to be worth doing simultaneously, then there is a good mix of both and players won't get sick of doing party quests over time just because they are doing less party quests on loop and spreading them out over time and filling in the in-between time with either solo and/or party grinding on hunting monsters.

For clarity, the daily EXP for party quests would be per character based and per party quest based.

This means, if a character can do 3 different party quest, then they can get full daily EXP if they did all 3 party quests that day.